Counter-Strike 2

Counter-Strike 2

de_nuke [1.6]
NWeskey 2020 年 4 月 27 日 上午 1:22
Solution to the CS 1.6 proportions
I think I've found the solution to the proportions that would fit the 1.6 style.

As we might know, this map has an issue with the proportions not fitting the original 1.6 style.

I did many things to try to combat this. To my knowledge, the height of the playermodels are 64 units in 1.6, and in CS:GO they've upped the scale to 72 units. My final solution was to up the scale of the map 1.125 times the original size.I calculated this number by dividing 72 with 64. I compiled the map and the proportions were identical as the original.

Although I found the fix, I decided not to release my version out of respect on Philip's behalf.
最後修改者:NWeskey; 2020 年 4 月 27 日 上午 1:25
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目前顯示第 1-15 則留言,共 27
Moon. 2020 年 4 月 27 日 上午 2:18 
You can just rebuild the map yourself, just don't use Phillip's version.
Though I feel simply upscaling the map like that will create a bunch of issues with entities, so you should be careful about that.
么ᴋᴀᴛᴀɴᴀ 2020 年 4 月 27 日 上午 2:39 
ЦЩЦ:steammocking:
Mattman 2020 年 4 月 27 日 上午 6:20 
Yeah he covered this off in his Youtube video. I still really love it, he put allot of hard work into it.
Moon. 2020 年 4 月 27 日 上午 6:51 
引用自 Mattman
Yeah he covered this off in his Youtube video. I still really love it, he put allot of hard work into it.

Shame the final result was not ideal, but for a first Goldsrc port it's very well made.
NWeskey 2020 年 4 月 27 日 上午 7:02 
引用自 Moon. Birthday
引用自 Mattman
Yeah he covered this off in his Youtube video. I still really love it, he put allot of hard work into it.

Shame the final result was not ideal, but for a first Goldsrc port it's very well made.
Swear to god he did a Dust 2 port months ago.
Moon. 2020 年 4 月 27 日 上午 7:37 
引用自 Neo_Wesker
引用自 Moon. Birthday

Shame the final result was not ideal, but for a first Goldsrc port it's very well made.
Swear to god he did a Dust 2 port months ago.

The Dust 2 port was based on Valve's own. Though now that you mentioned it, he did work on Aztec 2 before.

He really just needs to move from WinBSPC to BSP2MAP now.
Moon. 2020 年 4 月 27 日 上午 11:13 
引用自 Noiz
引用自 Moon. Birthday

The Dust 2 port was based on Valve's own. Though now that you mentioned it, he did work on Aztec 2 before.

He really just needs to move from WinBSPC to BSP2MAP now.
BSP2MAP sucks ass tho

It doesn't actually. While the resulting brushwork is not directly usable like WinBSPC, it provides an absolutely excellent blueprint for rebuilding the map. Nearly every single face, all aligned to the grid.
Meanwhile in WinBSPC countless faces are just gone, others are in wrong places and any complicated geometry is warped and broken beyond any form of repair. WinBSPC does have one advantage, that being that it gives you entity origin points, but besides that BSP2MAP is ultimately better.

Trust me, I have been working on decompiled maps for next to 9 years now and I ended up scrapping almost everything I got from WinBSPC after I started with BSP2MAP just because the WinBSPC results were so messy and awful.
DNB ⚡ 2020 年 4 月 29 日 上午 11:26 
YES ITS SO INTERSTING THIS !!!!!!1
Mate 2020 年 5 月 1 日 上午 3:05 
wow
Shallex 2020 年 5 月 2 日 上午 8:31 
this is a really poor solution. the whole map would look larger. the character is taller, but that's it. his perspective is otherwise the same. scaling the map up is absolutely horrid, as it makes the entire map larger, and makes everything take longer to get to. things that took 10 seconds to get to now will take 11.25 seconds. falls do more damage. everything is further away. there's probably more unforeseen consequences that i can't think of. anyway, scaling the map up causes more inaccuracy with the original game than just keeping it as it is with the taller characters.
Shallex 2020 年 5 月 2 日 上午 8:32 
this is a really poor solution. the whole map would look larger. the character is taller, but that's it. his perspective is otherwise the same. you'd still easily be able to tell that everything is bigger, as you're scaling it on every axis, not just the vertical one. scaling the map up would be horrid, as it makes the entire map larger, and makes everything take longer to get to. things that took 10 seconds to get to now will take 11.25 seconds. falls do more damage. everything is further away. there's probably more unforeseen consequences that i can't think of. anyway, scaling the map up causes more inaccuracy with the original game than just keeping it as it is with the taller characters.
76561199041201531 2020 年 5 月 5 日 上午 1:01 
ghbrjkmyh
76561199043350321 2020 年 5 月 6 日 上午 2:12 
as
76561199048080970 2020 年 5 月 6 日 上午 11:47 
dada
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